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<blockquote data-quote="Sunseeker" data-source="post: 7716694"><p>Personally, I don't see the point in <em>not</em> doing your research on a game before playing. While people's degree of research into a game may vary from "Does it have the races and classes I like?" to "Does it have a million splat books with a bunch of trap feats?", I really just don't see the point in not "reading up" on a game. I mean, I wouldn't know how to do a LOT of the cool stuff in D&D if I had never read the CharOp forums. Sure, <em>some</em> of that is "How to break the game in 3 easy steps." But some of them are also good advice on what choices may seem good at first glance but are really bad in practice. A lot of DMs do not allow "retraining" even for noobs, which can lead to players quitting because they're stuck with a character they don't like, "suiciding" so that they can reroll something better, and so on. A lot of those stressful, un-fun moments of gameplay can be easily avoided with 5-10 minutes of research.</p><p></p><p>As a long-time MTG player, I <em>despise</em> netdecking, because there's a certain level of arrogance that netdeckers gain from basically not creating something of their own and just playing what "wins". But at the same time, I can't blame people for wanting to know what is, and what isn't good to play, because lets face it, in more robust RPGs (games with lots of books and splat and 3PP) there's a LOT of bad stuff that <em>sounds</em> cool, but actually isn't. And that's something I'll advice any player to avoid.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7716694"] Personally, I don't see the point in [I]not[/I] doing your research on a game before playing. While people's degree of research into a game may vary from "Does it have the races and classes I like?" to "Does it have a million splat books with a bunch of trap feats?", I really just don't see the point in not "reading up" on a game. I mean, I wouldn't know how to do a LOT of the cool stuff in D&D if I had never read the CharOp forums. Sure, [I]some[/I] of that is "How to break the game in 3 easy steps." But some of them are also good advice on what choices may seem good at first glance but are really bad in practice. A lot of DMs do not allow "retraining" even for noobs, which can lead to players quitting because they're stuck with a character they don't like, "suiciding" so that they can reroll something better, and so on. A lot of those stressful, un-fun moments of gameplay can be easily avoided with 5-10 minutes of research. As a long-time MTG player, I [I]despise[/I] netdecking, because there's a certain level of arrogance that netdeckers gain from basically not creating something of their own and just playing what "wins". But at the same time, I can't blame people for wanting to know what is, and what isn't good to play, because lets face it, in more robust RPGs (games with lots of books and splat and 3PP) there's a LOT of bad stuff that [I]sounds[/I] cool, but actually isn't. And that's something I'll advice any player to avoid. [/QUOTE]
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